UDK Projects

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This page assumes you have already installed nFringe and downloaded the Unreal Development Kit. For now, this page only given details about the very basics of setting up a project for using nFringe with UDK.

These instructions are based on nFringe 1.1.23 or later.

Setting up an nFringe project

The short way:

  1. Right click and save MyUdkProject.ucproj to C:\UDK\UDK-2010-05\Development\Src (or the equivalent on your machine)
  2. Right click and save ScriptModifiers.xml to C:\UDK\UDK-2010-05\Development\Src\Core (or the equivalent on your machine)
  3. Open the project in Visual Studio, and you are all ready to work!

Note that if you use a newer version of UDK with a different set of UnrealScript keywords, you may have to edit the ScriptModifiers.xml file for correct IntelliSense parsing.

The long way:

  1. Open the file Visual Studio
  2. Select FileNewProject...
  3. From Project types, select UnrealScript. From Templates, select UnrealEngine 3 Licensee Project. Make sure to select the following:
    1. Name the project UdkProject.
    2. For location, select C:\UDK\UDK-2010-05\Development\Src (or the equivalent on your machine)
    3. Uncheck “Create directory for solution”
    4. Click OK.
  4. Close Visual Studio, and open Windows Explorer to the folder C:\UDK\UDK-2010-05\Development\Src\UdkProject.
  5. Select the files UdkProject.sln, UdkProject.ucproj, and (if you have hidden files visible) UdkProject.suo. Press Ctrl+X or right click and select Cut.
  6. Move up one folder to C:\UDK\UDK-2010-05\Development\Src. Paste the files here.
  7. From now on, you can simply open UdkProject.sln to begin working.

Key things to remember.

I’m keeping this as short as possible so make sure to remember them. 🙂

  • If a file exists in one of the packages but is not showing in Visual Studio (for example, if you use Windows Explorer to add a script file while Visual Studio is also open), perform any one of the following actions to refresh the Solution Explorer:
    • Close Visual Studio, then reopen your project.
    • Right click UdkProject in Solution Explorer and select Unload Project. Then right click it again and select Reload Project.
    • In Visual Studio, select FileClose Solution, and then reopen the solution.

Building Scripts

Note: This step is already completed if you followed the “short” method above.

nFringe builds starting with 1.1.23 include the latest MSBuild integration for scripts. The following steps allow you to make use of automated script builds within Visual Studio.

  1. Right click UdkProject in Solution Explorer and select Properties.
  2. On the General tab:
    1. Select Target Game: UnrealEngine 3 Licensee
    2. UCC Path: ..\..\Binaries\Win32\UDK.exe.

Debugging Scripts

Note: This step is already completed if you followed the “short” method above.

  1. Right click UdkProject in Solution Explorer and select Properties.
  2. On the Debug tab:
    1. Start game executable: ..\..\Binaries\Win32\UDK.exe.
    2. To aid in debugging, I recommend checking the boxes for “Disable startup movies” and “Force windowed mode”, though this is not required.

What’s left

Here is a short list of items I think would be beneficial on this page but I just haven’t finished it yet.

  • Configuration and localization files. Building a project will no longer automatically move/combine configuration and localization files. You’ll have to edit these by hand. With nFringe installed, the .ini configuration files will have syntax highlighting in Visual Studio.

Details about the project system

This section is for informational purposes only.

The ucproj file is an MSBuild xml file. For licensee and UDK projects, it uses a wildcard include to make sure that all script files in all packages are visible in Solution Explorer each time the project is opened.

 <ItemGroup>
   <Compile Include="*\Classes\*.uc" />
   <Content Include="**\*.uci" />
 </ItemGroup>

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